GURPS Power-Ups 3: Talents contains every Talent that effect skills published for GURPS as of July The Power Talents which affect the use of. GURPS Power-Ups 3: Talents · GURPS (4th Edition). Nickname. PDF version. Version Publisher. Steve Jackson Games. Alternate Names. Year Published. along the stinky stream, past the giant billboard for Dr Humayun’s Hair Transplant . O Malalai I am Malala: The Story o Growing Up Spiritually By Kenneth E.
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Gurps Power-ups 2. perks
That said, how could such a simple idea actually fill out a full supplement? I refer to this powerr often even though I generally only use the traditional Talent rules. This leads to rules about learning and how talents with their inborn ability to shorten training schedules can be modified, and how to balance the concept of potentially learning talents.
Monday, August 8, Review: BookPower-UpsReview.
But so many Talents appear in so many GURPS supplements that choosing among them can involve tiresome amounts of page-flipping.
GURPS Power-Ups 3 by Steve Jackson Games – PDF Drive
Let’s now take a deeper look at the book. Newer Post Older Post Home. The PDF for this book is 28 pages, the first chapter starts on page 4, and the last ends on page 26, giving us 23 pages of stuff. Also, it proposes many entirely new optional rules for Talents, such as:. So decided to powe a gurpx books from my “maybe” list this weekend on a splurge, and among them was Talents.
Overview Table of contents. Alternative Cost – a more granular pricing method that requires a bit more calculation, but possibly fairer prices, shifting a lot of talents up or down 1 to 3 points, and more interestingly, an alternative benefit to the typical reaction bonus that most talents give.
In all honesty I don’t think I’ve ever had a player take a talent. The book then goes into a catalog of all talents that currently existed as of the time of the writing, sometime late I think. If you are brand new to the system, a less generic toolbox style book might be a little bit more helpful, though at the same time, it has a lot of food for thought for neophyte players as well which I might naively boil down to: Power-Ups 3 – Talents.
GURPS Fourth Edition brings this real-life adage to the gaming table with Talents — advantages that improve groups of related skills and make them easier to learn. If you gur;s to make an interesting character and save a few points by keeping to a focused concept, this is a good resource.
Check out the entire Power-Ups series! Price Talents more precisely, whether to curb abuse or to encourage use. If you upps a catalog of a lot of talents, this is as good as it gets.
If you like Talents, then you’ll love all the examples and options that Power-Ups 3: The illustration quality is fine, but a little anachronistic; this might be because the book is a bit of a “greatest hits” compilation so the art probably comes from several previous releases, though it is appropriate and doesn’t feel like lazy recycling.
The book is mostly guidance for GMs on how to make talents useful for a campaign, and content in the form of several pre-statted talents that players and GMs can peruse for quick, cheap boosts. Overall, this chapter was really fun for me because I like just chewing through mechanics and thinking about pros and cons of poeer a little to the left or a little powef the right of default, and I like the idea of having high level talents because I like high powered games, and the traditional 4 levels of talent, though nice, feels a bit limited.
Sean Punch 28 pages.
GURPS Power-Ups 3: Talents
This chapter talks to ways to make talents more powerful, more flexible, and introduces the concept of anti-talents. Maybe they are something of a not-so-secret secret for newcomers. They are also, mechanically speaking, pretty easy to put together with only a paragraphish amount of text needed to adequately describe it in the basic set. Benjamin Gauronskas August 9, at gurs Also, it proposes many entirely new optional rules for Talents, such as: Let’s take a deeper look then.
And even in the vanilla form, the talents are often a pretty good deal for character points. Adapt Talents to work as intensive training instead of as natural gifts.
It’s ok, friend, daddy’s got you. Powfr is more than a catalog, though. I think anyone that likes GURPS can enjoy this book, especially if you enjoy the character creation aspect and get a kick out of building gameplay efficient characters while also trying to tell a story. If you like reading about rules and options, this is a decent book, and it’s not terribly expensive.
I’m kinda surprised, but this book defies all my expectations in terms of what I would expect from the premise, and delivers something pretty interesting and useful. I like them, mechanically, but for whatever reason the handful of times I’ve actually had people generate GURPS characters, it seems like a trait type that gets a pass.
Chapter 2 includes some new optional rules for getting more life out of them, and using them in different ways.
Posted by Benjamin Gauronskas at 4: Talents solves this problem by collecting all the “official” Talents in one place, noting their point costs, skill lists, and reaction modifiers — and their original sources, for campaigns that use only certain GURPS supplements. Flip Talents on their head for characters who suffer from broad-based incompetence. The only reason I might not recommend this book to someone is because it might be a bit superfluous; a lot of the talents are pre-existing, though there is a bit of new content too.
It then goes into rules about how to potentially use the optional rules to extend the traditional max talent level of 4 to maximally 10 for talents, and strategies for doing so, and advice on where it may or may not be appropriate. I bought this on a whim and I was pleasantly surprised. Check out GURPS Powers for everything you need to create every kind of amazing, off-the-chart superhero you can imagine.
Develop your Talent in play. Michael Eversberg II August 9, at 5: Preview of the PDF.